;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=540
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fascist governments can build.
^One shot attacker.
^Defense +100% versus air and V2 missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=580
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
The political heart of the nation.
It eliminates corruption and theft in the city.
It also decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
Repair facilities for vehicles and rest billets
for troops. The military training provided at this
depot means this city creates Veteran ground units. 
Ground divisions can be rested and refitted 
in a single month.

@;Granary
@PEDIAIMPROVE3
Efficient logistics and rationed food means only 
half of city's food store is depleted when city 
increases in size.

@;Temple
@PEDIAIMPROVE4
A permenant guard detail of soldiers in a city.
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Public industry turned over to the war effort.
Increases tax and war effort output by 50%.

@;Library
@PEDIAIMPROVE6
A state-owned academy to train future 
generations of soldiers and leaders.
Increases science output by 50%.

@;Courthouse
@PEDIAIMPROVE7
A dedicated network of snoopers and informants working 
with the police decreases theft and sabotage by 50%. 
Under a Democracy, this aura of security 
makes one content citizen happy.

@;City Walls
@PEDIAIMPROVE8
All units in the city are tripled on 
defense versus invading ground forces.

@;Aqueduct
@PEDIAIMPROVE9
A railroad link to the nation's transport system.
This allows the city to increase in size.

@;Bank
@PEDIAIMPROVE10
A financial institution protecting the people's money.
Increases tax and war effort output by 50%.

@;Cathedral
@PEDIAIMPROVE11
Propaganda convinces people that the war is being won by their side. 
Makes four unhappy citizens content (Three under the jaded Communists).

@;University
@PEDIAIMPROVE12
Scientists tirelessly work to create new innovations.
Increases science output by an additional 50% (cumulative w/ State School).

@;Mass Transit
@PEDIAIMPROVE13
"Who cares?"

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content and drunk!
(four in America).

@;Factory
@PEDIAIMPROVE15
A facility that has been turned over to the war effort.
They churn out everything from grenade pins to battle tanks!
Increases war production output by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Works with the Factory to increase war production.
Increases war production by an additional 50%
(cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
^Protects everything within three spaces of
^the city from normal and atomic bomber attack.

@;Recycling Center
@PEDIAIMPROVE18
"Who cares?"

@;Power Plant
@PEDIAIMPROVE19
^Extra facilities to specialise or increase war production.
^Increases factory war production output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
^Increases war production output by 50%.
^Can only be built in certain areas.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases weapons and war production output by 50%.

@;Stock Exchange
@PEDIAIMPROVE22
^Convinces people to invest in bonds for the post-war future.
This greatly boosts the nation's financial war effort.
Increases tax and war effort output by an additional
50% (cumulative with Light Industry and Bank for a grand
total of 150%).

@;Sewer System
@PEDIAIMPROVE23
^Refugees can be moved into the city.
^This extra manpower allows great growth.

@;Supermarket
@PEDIAIMPROVE24
Ignoring the Geneva Convention, this labour camp 
can only be built by totalitarian civs. 
Squares in the city's radius with the "farmland" 
improvement (irrigated twice) can produce 50% more 
food due to POW workers.

@;Superhighways
@PEDIAIMPROVE25
Unethical and brutal prison camp that 
can only be built by the totalitarian civs.
Inmates are forced to work in terrible conditions.
All squares in the city's radius with 
railroads produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
The cutting edge of the nation's research effort.
Increases science output by an additional 50%
(cumulative with Library and University for a
grand total of 150%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Batteries of Flak guns fire at enemy air formations.
Units in city are doubled on defense against
air units and V2 missile strikes.

@;Coastal Fortress
@PEDIAIMPROVE28
Coastal warships intercept attacking enemy naval forces.
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
"Who cares?"

@;Harbor
@PEDIAIMPROVE30
Supply shipping and local fishing vessels can make dock at the city.
All ocean squares in the city's 
radius produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
Industrialisation of the coastal area means warships 
and other vessels can be more quickly  built.
All ocean squares in the city's radius
produce one war production shield.

@;Airport
@PEDIAIMPROVE32
An aerodrome for use by fighter or bomber squadrons.
The city will produce veteran air units.
Any air unit spending a month in the city
will be completely refitted and repaired.

@;Police Station
@PEDIAIMPROVE33
^A military postal service to keep troops in touch with their kin.
^Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
A naval resupply base that helps keep the fleet operational.
Cities with this facility produce veteran naval units.
Ships docking here can get repaired within one month.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
The great US farming heartland.
Counts as a Supply Depot in every American city.

@;Hanging Gardens
@PEDIAIMPROVE40
Grim symbol of Stalin's regime.
One extra happy citizen in every Soviet city.

@;Colossus
@PEDIAIMPROVE41
An important German refinery complex. 
City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
Launching base for U-Boat attacks.
Submarines can move across oceans w/o danger, and all other
types of ship have their movement rate increased by one.
Also, all new ships produced receive veteran status.

@;Great Library
@PEDIAIMPROVE43
Ancient symbols of old Egypt.
Their destruction would be a great loss.

@;Oracle
@PEDIAIMPROVE44
The heavily defended HQ of Adolf Hitler.
Doubles the effect of all German City Garrisons.

@;Great Wall
@PEDIAIMPROVE45
Stalin's model Soviet industrial facility.
Communist pride results in doubled resistance 
against rebel attacks.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
Hitler's elite SS Leibstandarte guard formation sets 
the standard for all other German soldiers to follow.
All new German ground units produced gain Veteran status.
Any German unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Major Axis aeronautical facility in Austria.
Every square in the city's radius produces an extra
war production shield.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
A focal point of power for the Church.
The ageing pontiff and his wavering policy
of peace will do little to stop the war. 
But he does keep an eye on events. 

@;Michelangelo's Chapel
@PEDIAIMPROVE49
The world's premier movie studios.
Counts as a Propaganda Cinema in each American city.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Major Soviet weapons and industry complex.
This grim symbol of Stalin's regime increases 
Soviet science output of city by 50%.

@;Magellan's Expedition
@PEDIAIMPROVE51
Protecting the United Kingdom from enemy naval attack.
Superior British naval training and tactics result in the
movement rate of all Royal Navy ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
Capital of The British Empire.
Churchill's bulldog spirit has inspired London's 
people to be unflappable in the face of war.
All unhappy citizens in the city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
The power seat of Mussolini's new order.
Italy is allied with Hitler's Germany.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
The grand capital of Hitler's Reich and symbol of the new Germany.
Decreases unhappy German citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
Leading German physicist.
Feared by the Allies for his brain power.
Doubles science output of city.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
America's financial nerve centre. 
The money made here can help the US war effort.
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Darwin's Voyage
@PEDIAIMPROVE57
Head of the ancient dynasty of Japan.
While much respected by the Japanese people, he plays little part in the war.

@;The Statue of Liberty
@PEDIAIMPROVE58
A famed statue in the great American city.
Symbol of the USA's liberty and justice.

@;The Eiffel Tower
@PEDIAIMPROVE59
The vaunted British diplomatic corps work hard to garner Allied support.
Attitudes to the United Kingdom continue to improve gradually over time.  
Other nations are also quicker to forget British past transgressions.

@;Women's Suffrage
@PEDIAIMPROVE60
^The BBC service broadcasts around the world.
^Even the Axis secretly tunes in to listen.
^Keeps Allied morale high.

@;Hoover Dam
@PEDIAIMPROVE61
Provides Synthetic Fuel products to every unaligned city on every continent.

@;Manhattan Project
@PEDIAIMPROVE62
Exiled and brilliant German scientist.
His research is crucial to the Allies.
Einstein's work may lead to the Atom bomb.

@;United Nations
@PEDIAIMPROVE63
Leningrad is the city where the Communist movement began.
As such, it provides a focal point for Soviets and a prime
target for the enemies of the Comintern.

@;Apollo Program
@PEDIAIMPROVE64
"Who cares?"

@;SETI Program
@PEDIAIMPROVE65
German mastermind of ballistics weapon research.
Counts as a Research Complex in every German city; 
effectively doubles the Reich's science output.

@;Cure for Cancer
@PEDIAIMPROVE66
Stalin's cult of personality results in one 
extra happy citizen in each Soviet city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Alliance, Commonwealth, 
and later Communism and Fascism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Government: Alliance
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Alliance has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under an Alliance, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Alliance's high rate of corruption, it is considered an 
inefficient form of government.


@PEDIAGOVT2
@width=600
@title=Government: Commonwealth
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Commonwealth has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Commonwealth, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Commonwealth is an excellent form of government for groups of nations.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.


@PEDIAGOVT4
@width=600
@title=Civilization Government: Fascism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY Fascisms may produce SS units.
^
^HAPPINESS
Under Fascism, ALL CITIZENS ARE TOO SCARED TO BE UNHAPPY!
^
^CORRUPTION AND WASTE
Fascism has a LOW rate of corruption.
However, Fascism has the special disadvantage that all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "seizings" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fascism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Fascism eliminates all happiness problems and provides an 
excellent revenue. 
^
Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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